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Whiteout #4: Close Encounters feedback thread.

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Have done a couple more runs since my last post.

    Archery/Dual Blade 5 man team run elite.
    Good fun all around, I love some good getting swarmed combat. Difficulty was negligible, but I thought it was fun. The sweet spot managing difficulty vs impossibility is probably a three man.

    Power Armor/Gadgets Hard
    Nothing to see here, with heal bots and invulnerability was a cake walk, though I did run into a problem with the final boss in that without any AOE I could quickly spam, I struggled to kill all three copies quickly and thus they would reform. Eventually all three disappeared and I waited about 30 seconds before a fully healed boss emerged. This time however he did not split into 3 once significantly damaged. Odd bug, but nothing game breaking.

    Inferno free form Normal
    Phew a tough run, no way was I taking captain squishy on anything higher than normal solo, but I managed a clean run. The inferno had the advantage of a heal and several stims, would have been impossible as a free form I think.


    Other things I've noticed
    Still haven't seen the reset bug people are running into, though I've made a point to keep my distance when he's charging big attacks. My tanks can block and not be not back, my ranged were capable of just keeping their distance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    A few additional comments upon further playing of Ep 4:

    1. I kept wondering why the initial ambushes while approaching Force Station Steelhead seemed so hard - they're tagged as 'Tough' which makes them significantly harder than, well, pretty much the rest of the mission IMO. Tough mobs on Elite difficulty are extremely hard, though the rest of the mission was perfectly doable.

    2. Why does the giant sasquatch sink into the floor when you defeat him, and why no drop at all from him? The issue w/ his health resetting if he knocks you back very far also needs to be looked at.

    3. I like the ambushes and stuff, but after Ep 2, we should at least be able to preemptively target and attacks the crates - I'm sure our characters would have wisened up by now...

    One last thought - I can understand the aliens not talking - it makes them seem more sinister, but could they at least be given some sort of sound?

    Otherwise, it was quite fun. Keep up the good work!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Well Biostem, the sasquatch keeps sinking because I have condemned it to hell forever :p. Well I was shocked when Is saw it happen with my cursed in a 4 man run on elite. Used Condemn to finish things off stylish and I see that happen.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Most my runs was with my Shapeshifter (mainly used the Guardian Beastial form and Chaos demon Become Device) on Elite. The Sasquatch was the toughest battle in this one. Only the Werewolf Become Device worked well against him.

    Another run was with my Force/Telepathy/Forcefield build on Elite. The Final boss was the tough one, had use the Chaos demon Become device, as he seemed immuned to Telepathy attacks on his second round (or maybe its his "pals" that are). All the other battles were a snap.

    The final run was with my Pistols/Dark build on Normal. I considerred upping the difficulty as most the battles was pretty easy. However, the Bosses needed a sidekick pet to defeat them so if I do another run with him, it would probably be upped only another level.

    A couple of things stood out. The Sasquatch sinking looked way off, I assmed he's supposed to be Roin'esh possesed hence his sinking in the end (and the Roin'esh faction under his name), which means the deatth effect is missing. You should make it so he's normal sized and brown before the Roin'esh close the doors in the beginning of the stage to make this a little more apparent, along with fixing the effect. Also, he needs a drop, and the room either shrunk or his agro range increased so he stops resetting.

    The ship rising feels lackluster, as it probably is missing an effect too, like dust blowing out.

    All in all it was an ok chapter, and I did like seeing the inside of Steelhead. Also, I love the Travel Power drop. Its perfect for use as a costume change emote for my Shapeshifter (other than a bug with it that I filed). I hope, I'll be able to get a perma device somehow for it, otherwise you'll see me constantly running this chapter for refills (already have 6). :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Kurobasa wrote:
    I do believe I might of died against the sasquatch once because well... he is fffing huge!

    ...Not Mega D huge from Resistance... but then again, what is?

    You say that, but we do have an issue left....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Oooooooooo! I can't wait then :D.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Did it on elite as a level 12 bestial supernatural. pets, regen, not much in the way of dd. This is a character who has beaten everything in the comic series so far, yes, including the bigfoot on elite in one try. But I cannot beat the last boss at all.

    1. 3 (!) 3-bar enemies.
    2. That spam knockback, high damage attacks, and draw in.
    3. That you cannot target first and go in, they automatically target you once you enter the cave proper.
    4. They become invincible at a certain pre-set portion of health and regain 50% health, making it impossible for this build to kill them, since I have to block 3 THREE BAR ENEMIES while hoping my pets can kill them before they survive. This build has no aoe attacks because it's a level 12, and it really hasn't needed them. I'm guessing I have to kill the other two before it reforms, but come on-not everyone has high damage aoe attacks and perfect defense that can survive a pounding from two three bar enemies.

    After about 12 tries I exited the instance. I could redo it on a lower difficulty, but there was little problem with everything else in the series on elite. The Sasquatch is dumb though-it has way too much HP, and the fight was me again kiting him while the pets slowly whittled him down. People saying "bring stims" dont realize how much HP he has, and that he apples some weird healing debuff, maybe trauma from one of the moves. Plus knockback, which is fake difficulty.

    Unfortunately my level and build aren't tuned for the instance it seems. Not really happy about that, mostly because for a l12, this guy can survive a bit. Any lower level toon needs some pretty good defenses, especially considering a lot of eencounters spawned like 4 1 and 2 bar roin'esh.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Kurobasa wrote:
    Oooooooooo! I can't wait then :D.

    SOOOOOOOOOOO MMMMMUUUUUUUUCCCCCCCHHHHHHHHH GGGGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!1!!!! 11 one
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Bluhman wrote:
    Warning: Do not get knocked back into the wall of the Sasquatch boss room, or else the fight will reset.
    Yup, seems the "box" for his aggro / reset is a bit short of the room size / his knock range...
    Also: don't wait too long before you enter, the door seems to lock a wee bit faster than usual "boss" fights.
    I got myself locked out for being a little too distracted.
    Splosions wrote:
    You say that, but we do have an issue left....
    What the............
    Naaaaaaaah, you wouldn't...
    Tumerboy wrote:
    SOOOOOOOOOOO MMMMMUUUUUUUUCCCCCCCHHHHHHHHH GGGGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!1!!!! 11 one
    Shush you, overexcited squishy! XD
    Remember: monday, when you get out of that holiday...
    I'll make sure SkCarden doesn't forget... :-p

    Ps: Thanks again for that run and the various pro-tips / tidbits. ^_^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Since normally in APs and CS the trash scale to group size, but not the bosses, and so the bosses are mostly
    too easy with a group, i think it would be the best if you could make the HPs of the bosses scale, so that what
    we have here at the moment may be Bosses for a 3-man group or whatever, but 45.000 HPs on normal is maybe
    else really a little much for ATs without heals :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I would suggest that, for future Comic Series, the devs (and/or the people on PTS) try playing solo through each chapter using a character of each Archetype, starting with the free ones but also the more popular Premium ones, to make sure it can be done, and the reasons if it can't.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I would suggest that, for future Comic Series, the devs (and/or the people on PTS) try playing solo through each chapter using a character of each Archetype, starting with the free ones but also the more popular Premium ones, to make sure it can be done, and the reasons if it can't.

    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    To me it was (only once) running too far from it and have it reset.
    Ever since, I stayed closer, no more issue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    I noticed the leashing (resetting his lifebar due to it, so HP wasn't bad it just reset is all) and I wasn't aware of any schtick tells (which means they weren't noticable to me). I only died once, wasn't too hard for me but I would say the two above I could see as major issues.

    There was also the disappearing act (couldn't tell if it was tunneling or just a visual bug) in which I spent my time looking around while he is hitting me. If it wasn't for my setup that I can do melee attacks without targeting; I could see that as a big problem. If he was "tunneling", we shouldn't have been able to hit each other. I think he fell through the ground, cause when I killed him I saw him through the floor.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    The way I was able to handle both those bosses with Avenger Archetypes (Inferno/Scourge) was by kiting, the Steelhead Soldier pet, and the use of crafted shields. Using the advantages on some of their "stun" attacks helps too.

    The sasquatch is easier to kite. Thank god because otherwise no pure avenger could take him. What made it tough on the final one was having him triplicate and ALL THREE at different moments: Leash, Do that nasty shave4/5 of your health off punch and bleeds. Sure, you can block, but if they happen to spread the timing of their charged attack you end up blocking and doing no damage. But for an Avenger, as usual don't try to play defensive, unload with all the fire you can muster so he goes fast and kite kite kite.

    Also luck with which buff orbs drop is a big issue.

    I really am not sure how to fix the absolute wrongness that is the final boss triplicating and all threee having its charged attacks without sucking out what makes the fight fresh and interesting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    I don't think it's so much the AT as the level.

    For example I bet with more powers my level 25 Pistols rocketeer could beat the Mirror Witchcraft in the Resistance Prison but at level 25 he cannot at all. Just like I'm betting people that are level 11-30 have a much harder time with bosses than level 31-40.

    I feel like many bosses are being tested at levels that aren't necessarily the levels many are playing them at.

    This seems to be the case for several bosses in the game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    DejahYeah wrote:
    I really am not sure how to fix the absolute wrongness that is the final boss triplicating and all threee having its charged attacks without sucking out what makes the fight fresh and interesting.

    My problem with the triple boss with my telepathy character was I could only get out 2 nigtmares out at a time. I'm not sure why I couldn't summon more by latching them to the others (which is a normal tactic for nightmares). Because of this the nightmares got stomped on by the three almosts as quickly as I summoned them, and all my other attacks became ineffectual because agro quickly drew on me again. That boss fight became impossible to beat without the use of my Chaos Demon become device.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Its is a thing that duplicating boss is. Now if it did more, i would expect the copies to be weaker... hmm... mini boss fight.. commander, splits into a large mob group, it hides away when it loses so much hp to do this, and it hides away while you have to battle waves and waves of minions or it weaker duplicates till you beat it... hmm.

    Sorry, was in thinking mode, that was just food for thought ya know. Like hopefully the Roin'esh head skin and possibly entire body skin (not sure if it is alien muscle or original stuff that is used for their body texture) Because if I can get that head and it matches well with the alien muscle, hello my Cursed's Demon costume :D.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    The thing with the sasquatch basically its the difficulty for solo, for team he's okay. He has too much HP so archetype avengers (soldier, inferno, etc) can't really out dps him as any other boss in solo. Maybe 20% less hp on solo would solve this issue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I didn't have significant problems with any of the boss fights in Whiteout 4, though I was playing a high end build. The sasquatch pretty much fights like every other might supervillain anywhere, the Roin'Esh leader was definitely the more interesting fight. I would say, though, that three master villains at once is the kind of fight that might prove overwhelming for lower end builds, you might want to scale the fight with team size, say, N+1 copies, where N is the number of players. On both fights, bear in mind that Avenger builds really don't do well against super villains in general.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The thing with the sasquatch basically its the difficulty for solo, for team he's okay. He has too much HP so archetype avengers (soldier, inferno, etc) can't really out dps him as any other boss in solo. Maybe 20% less hp on solo would solve this issue.

    This is where I am confused though. He is scaled identically to every other scaling super villain in the game. What makes this fight different than all those others? I played through this on many ATs and didnt have too much trouble (even without using items).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    This is where I am confused though. He is scaled identically to every other scaling super villain in the game. What makes this fight different than all those others?
    It isn't. Every scaling super villain in the game is a pansy in a large group, I'm not sure what the scaling factor is but it's pathetic. The difference is that many of them are pansies even solo.

    Also, I note that he has 57k hp solo (elite). That's unusually high for a level 40 SV, though it's not actually tougher than a 29k hp defiance SV. Also, I'd point out that the adventure pack bosses are mostly *weak* SVs when soloing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    Like i said before .. if its possible scale the HPs with teamsize. The Yeti had around 45k on normal at 40, while
    most other MVs are more around 15-20k i think. So for a squishy without heals, who has to burn down him
    before he gets killed, i think that is a little much.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    This is where I am confused though. He is scaled identically to every other scaling super villain in the game. What makes this fight different than all those others? I played through this on many ATs and didnt have too much trouble (even without using items).

    Lol... maybe you are fighting a different sasquatch xD can you tell me how it goes with an impulse AT, with a 45k hp sasquatch *grins*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Lol... maybe you are fighting a different sasquatch xD can you tell me how it goes with an impulse AT, with a 45k hp sasquatch *grins*

    1) I agree Bigfoot has significantly more health than I expected on any mob solo. Don't know if it's intended or not.

    2) Like I said I was able to pull it off on Inferno - but that was made possible by lucky green and yellow buff balls, timing of my crafted shield, a little bit of going in aggro from the Steelhead Soldier, allowing me to set up an alpha strike and a huge debuff as well as space for running. And kiting nonstop. Getleman Crush just happens to be the love child of Chuck Norris and Saurfang with some ninja training on the side.

    /worship "we're not worthy, we're not worthy!"
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    This is where I am confused though. He is scaled identically to every other scaling super villain in the game. What makes this fight different than all those others? I played through this on many ATs and didnt have too much trouble (even without using items).

    Cush, my issue isn't so much that the fight is difficult, it's that it seems to drag on too long. As others have pointed out, if it's a fight between you and the Sasquatch, where both are whittling down each other, and you don't have a self heal of some sort, then the grater pool of HP that the Sasquatch has will basically lead to him winning. Even with greater damage and an actual person behind the controls, there's little you can do if the HP disparity is so great.

    As long as you *can8 keep yourself topped off, then you will win.

    Perhaps if there was a canister in the room that occasionally dropped a heal boost, or some environmental hazard that could weaken the Sasquatch, it would help AT players...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    I Dont think he was too hard. Actualy, i would say that he was perfect.

    My build was basically all force(force geiser, Force cascade force block and crushing wave) with quarry passive. I faced the boss at LV 18 with average gear and no special tuning for the build (but i did have the solder pet from the other chapter out).

    I found that Sasquatch was large and slow moving and his tells were obvious. All i had to do was move around with my energy builder, fire force cascade when at a safe distance and block when he got into close range.:cool:

    The guy is so slow, its not like he runs at you full speed, or has a lunge to close distance. I cont imagine how you could not see his schtick when they wind up so slowly and he is so big and there is nothing in the room to distract your attention from him.

    Every now and then there is a boss that isn't a push over and every one screams that its too hard (like the demon with the slow motion power from aftershock) but after a few weeks people will figure it out and no on will talk about this boss any more.

    EDIT: avenger role with no heals
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I definitely had trouble fighting the sasquatch with my Soldier. Oftentimes I found myself having to wait faaaaaaar too long for my stim devices to come off cooldown, but through lasting long enough with bursts of Assault Rifle, using stimpacks and Nimbus of Force, I EVENTUALLY took him down. I can't imagine fighting him on Elite.

    My Quarry martial artist didn't have any problems with the sasquatch but the three Master Villains phase of the fight proved too much.

    Also, the first encounter was VERY hard for my Soldier. I was barely hanging on for a good chunk of the fight.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I found this fight to be just about right in terms of difficulty. I ran Pouches past him at level 40, and he took a while to defeat, but I never had any close calls.

    I'd say the biggest problem is not the Schtick powers themselves, but the combination of those powers back to back. If you miss the hand clap and get held, then hit with a Haymaker, chances are you're done for at as AT. Nothing wrong with that, but I can see where that would be seen as difficult.

    I have helped several people that were stranded on him, and my experience shows that these players simply were not blocking. It's a simple skill to learn, but so few players actually use it in PVE because they can plow through even Elite level content without it.

    Pouches is NOT a tweaked character. She uses ONLY pistol based attacks, grenades, mini mines and random devices. She is very much a 'concept', yet by using Block she can make her way through most things.

    Perhaps folks need more than the quick 'get shot at 3 times' training sequence in the early levels.:p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Mutandis is a lvl 31 Inventor, with Attack Toys! and healing drones. I had to resummon my toys once, when I got knocked out of range; solved that problem by staying close to Sasquatch and blocking whenever I saw the bubble light up in the middle. I also used Steelhead Soldier, but he dropped before round 2, so he wasn't really necessary. Took out Sasquatch without dying.

    OTOH, I did need the Steelhead Soldier against the endboss(es)...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    This fight wasn't hard for me because I'm fairly high or max level, and tend to slot survival passives(+healing drones). It does go on for too long though so I can see dieing with characters not built to survive long fights.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Just a small Image to compare the HPs against SVs from Bunker Buster :
    Attachment not found.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The Greyskull is not a Scaling Super Villain. He is intended to be significantly weaker than the scaling enemies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The Greyskull is not a Scaling Super Villain. He is intended to be significantly weaker than the scaling enemies.

    I never noticed that SVs scale at all .. and still 45.000 is a lot for solo.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The Greyskull is not a Scaling Super Villain. He is intended to be significantly weaker than the scaling enemies.
    Compare him to any of the bunker bosses in Serpent Lantern. I believe they have 29k hp each. In any case, scaling enemies are supposed to be more powerful when they're scaled up, not at a one-man size.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    When I was building the Sasquatch (And the end boss as well) this is actually how I tested them. I ran 2.4 on most of the ATs (including Archery, Inferno, Inventor, Savage, Blade, and Grimoire).

    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?

    It was his super-high Health, frequent knockback, the small playability radius (outside of which we can't even target the Sasquatch, let alone attack), the Sasquatch's tendency to knock the character outside the playability radius, and the Sasquatch's instantly resetting all Health immediately when the PC is knocked out or knocked back out of the playability radius.

    I'll have to leave others to comment on anything past the Sasquatch, since I haven't yet succeeded against him with either my L29 Grimoire or my L40 Inferno.

    Seriously, I don't mean to be snippy about it, but I find it very frustrating to bring Sidekicks, Summon Devices, Shields, Heals, and other Boosts, and still get regularly flattened in an average of five seconds. That playability radius is particularly aggravating.

    EDIT: The real bugaboo is that playability radius. At the very least, increase the radius to include the entire room, and allow targeting from outside that radius (even if the Sasquatch is Immune to attacks launched from that distance). At least a couple of times I could have overcome him if not for that. If he waits a bit before resetting (to give time for a Triumphant Recovery or something similar), that would also be a great help. If those two things are changed on Thursday's update, I'll be thrilled (though I'm not going to seriously expect it that soon).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Powerhelm wrote:
    I don't think it's so much the AT as the level.

    For example I bet with more powers my level 25 Pistols rocketeer could beat the Mirror Witchcraft in the Resistance Prison but at level 25 he cannot at all. Just like I'm betting people that are level 11-30 have a much harder time with bosses than level 31-40.

    I feel like many bosses are being tested at levels that aren't necessarily the levels many are playing them at.

    This seems to be the case for several bosses in the game.

    I didn't have a problem with the Mirror Witchcraft, but that was only because my regen was cancelling out that stint she does with her summon's perpetual lifesteal. Even so, as I was blocking and being drained to half my lifebar, it occurred to me that without a very specific build, I could very easily be left unable to continue the fight after that single attack.

    The game in general tends to have pretty sharp difficulty spikes where you'll be tooling along with little to no issue, then a boss will show up and be manageable for about half their lifebar when they'll suddenly start mashing the "I win button" as though it dispensed orgasms. - Special mention goes out to Cyberlord who'll spawn overpowered reinforcements during the cutscene so that if you're not already blocking at the end of it, you'll be creamed while Justiciar is held -
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The game in general tends to have pretty sharp difficulty spikes where you'll be tooling along with little to no issue, then a boss will show up and be manageable for about half their lifebar when they'll suddenly start mashing the "I win button" as though it dispensed orgasms. - Special mention goes out to Cyberlord who'll spawn overpowered reinforcements during the cutscene so that if you're not already blocking at the end of it, you'll be creamed while Justiciar is held -

    Funny; I've had the opposite experience with Cyberlord: if I can whittle him down far enough so that Justiciar shows up, I know it's going to work out fine. My usual problem has been said whittling.

    But really, I'm on a slow system with perpetual lag, so I'm used to having troubles with bosses at the end of adventures. When my current Grimoire was an Archetype Rotation Program character, I fought Kevin Poe as a Savage and beat him on the first try; that was the first time I beat him solo, and only the second or third time I've ever beat a boss on the first try. The Sasquatch is annoying not only for the reasons already stated, but because he's a boss in the middle of the chapter, and now I find that the other boss shows up in triplicate (one of the things that has my Grimoire stymied in Demonflame, trying to get past Jack Fool).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    So with regards to the difficulty, what actually made the boss hard? Was it his HP? Was it the leashing (which I am looking into right now)? Too many knockbacks? Are people using their blocks when they see the schtick tells? Was it too hard to see the schtick tells?
    And if someone can't solo a boss on Normal difficulty, even with lots of boosts? Really, I don't care about drops (other than Costume pieces, and I have the helmet now); I just want to finish the story.

    I don't mind sharing the experience; I just don't want it to be a requirement (or be told up front about it, as with most of the Lairs).
    ^This.
    I missed a number of the attack tells, which I assume was down to the height of the villain model and its propensity to be up close in melee range when my back was to the wall of the room after knockbacks, meaning the camera just wasn't in a position to show them.

    More importantly though as a solo player I only beat the Sasquatch on Normal with a lVL18 Sorcery Build after hours of trying by accidentally finding a sweet spot up on the gantry where I was out of his range but the Steelhead Trooper was hovering below still within it. It was a fraught ten minutes or so using my Eldritch Bolts to charge Skarns Bane to whittle down his health, fearful that any delay in queuing up either would allow it to reset to full health.
    I can understand the change of pace from the highly atmospheric story telling of part two (best Comic Issue yet, even with the tedious boss fight at the end) but this chapter was just tedious and not aided by the fact that if a couple of mobs down the left corridor inside Steelhead just before the security room took you out, they then run to your respawn position and no matter how many times you die they ain't going to budge from their position over your corpse.

    The lack of any XP gain during the mission means that it's not even worthwhile persevering with the constant faceplants as you're never going to outlevel the enemies encountered so unless the issues are beatable on normal by a solo player folk are always going to run into these barrriers to progress through the series. As with Aftershock, I have to ask why STO can pitch their Featured Episodes at a difficulty level that they're beatable by the casual player but those who run around on Elite still have a challenge but Champs can't..?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I repeat my assertion that knockback and repel in PVE enemies is broken. It's the reason that I refuse to fight Viper/Argent anymore. It is just too frequent and too powerful. I was able to beat both bosses the first time on Elite with my Dex/Ego Blade user, but only because I run Invul + IDF + Force Sheath and I spammed Siphoning Strikes the whole fight. But I can only imagine how hard these would be for Brawlers that want to get up close and do some up close damage, and keep getting knocked or pushed back.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Personally i don't try Whiteout on Elite anymore, not that i can't do it, but most mobs are just sacks of HPs and
    the stats on the blues are mostly not really that great, mostly really uncommon combinations.

    Heck i think i could maybe do a complete Freon Run just in the time a would need to kill that Yeti on Elite :rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    This is where I am confused though. He is scaled identically to every other scaling super villain in the game. What makes this fight different than all those others? I played through this on many ATs and didnt have too much trouble (even without using items).
    What I maybe didn't mention is that I have trouble with pretty much all Might-esque super villains. The sasquatch fight was identical to the usual fights I have with the... Blood Moon... crypt zombie... guy... Strength of Takofanes, I think. It wasn't so much the health (although that's definitely a factor), but it's the knockback powers that get me. I do block when I see the bubbles above their heads (and next to their target information box), but it seems like sometimes it knocks me back even when I DO block. Although, I am using electric shield, and I guess technically you can punch through lightning.

    There's one attack that seems like it connects faster than you'd think. There's a warning bubble for it but then it actually hits about a half-second after the bubble, faster than my character can get his block up even if I hit the block button the second the tell comes up.

    Of course, as people have said, the thing that's probably the most irritating is that if he gets one good haymaker on you, you fly back against the wall and he resets. Then you're fighting two wars of attrition and not just one.

    I'll go back and fight the thing again and record it, and see what exactly it is that's hanging me up.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I try to build for Mighty opponents these days and that usually involves either def passive or squishy with fire on the move. There aren't that many of em but dare I say it they have a lot of impact/leave a lasting impression!

    The start of the Cube animation is varied for me. Sometimes there will be 3 lumps in the cube and sometimes 2 or 4. You might wanna check that devs. I thought it was meant to be this way, shrugs perhaps it is, why not and who am I to judge?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Beldin2 wrote:
    Personally i don't try Whiteout on Elite anymore, not that i can't do it, but most mobs are just sacks of HPs and
    the stats on the blues are mostly not really that great, mostly really uncommon combinations.

    Heck i think i could maybe do a complete Freon Run just in the time a would need to kill that Yeti on Elite :rolleyes:

    At low levels on elite, the first three issues drop some absurdly powerful gear for the effort, with less time spent than in SL. I have a +20 dex secondary item for a level 20, and its not uncommon to get 3 or 4 stat pieces as low as level 12 which outstrip pieces 8 leveles higher.

    I think the yeti can be killed pretty easily, but its very build dependent. The common thread I see in replies is they are ATs either with no heal, or with attacks and heals that self-root, which makes kiting the bigfoot hard. Beyond that its just a lot of HP. Also, many builds and ATs below 30 lack their best damaging attacks, which means they can lose a dps race if they are avenger and trying to mow him down.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'm kind of torn on this as I sympathize with those struggling, but would hate to see it nerfed when I found it at the perfect level of difficulty for even my Inferno (well free form inferno).

    I think the biggest issues are the resetting, and the smallish zone from which you can attack. If those would change you could probably leave the HP and Sasquatch as it is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'm going to chime in as well with the "having serious problems" group. On my Single Blade Freeform (who up to lvl 30 I've been largely following the AT because it seemed effective, figuring to later add in some extra stuff between 30 and 40 and/or respec) I tried about 5 times and finally had log out, let the mission reset, and call for backup.

    This is a character that has been able to mostly solo everything so far. Including the other previous issues of Whiteout.

    Let me tell you about my encounter and a couple of issues which are KEY to my frustration. And they are not just issues with the Sasquatch, they are issues with MANY of your boss fights.

    We've already talked about the tiny area to fight him in and the Knockback issues with that.

    Let's talk about Knockback in general.

    I have Tanks (and have talked with other players who Tank) and a major frustration is that even in a tanking role, Knockback can totally negate blocking. You can equip the KB protection boost. But that only doubles your chances to block. It does not make you anywhere near 100% resistant to it (the wording on the item is easy to misinterpret. People think they are 100% resistant to knockback and that's just not the case).

    It seems like most major bosses that have been added to the game recently do Knockback/might attacks as part of their powers. A random lucky knockback at a bad time can wipe the tank, thus wiping out the aggro mitigation, thus wiping the team. This is not good. I think one fix that might work would be to add more Knock resistance to the Protector role. But there should be some kind of mitigation for silver players who don't have that option. Maybe put in a certain small percentage of Knock protection boost to all standard ATs?

    Another issue - I am getting REALLY tired of the whole "Lock The Heroes In the room with the boss" mechanic. For one thing, it's just unnecessary most of the time. It makes bosses hard to solo when you can't retreat and recover. And LISTEN UP. IT BUGS WAY TOO EASILY.

    Far too many times, if you're doing an instance like this in a group, and the door comes down, SOMEONE is going to be locked out of the room.

    I said before that I called for help on the Sasquatch. Well my friend and I defeated him. Then moved on to the Commander fight.

    I got hung up in that tight hallway right at the door, and my partner goes in thinking that I'm right with him, but no. A little piece of the hallway geometry with the stalagmites or something, hung me up -just- long enough for him to make it in but not me. Then the cut-scene happens with me not in the room.

    So I'm locked out of the room. And furthermore, though my buddy was able to defeat the boss on his own, I was STILL locked out and couldn't get my reward! And logging or leaving the mission at that point is not going to help.

    So I lost my reward after ALL THAT. And we had to reset the mission and try AGAIN. This would make attempt number... lets see, SEVEN.

    How do you think that makes me feel after that amount of frustration? I'll tell you how it makes me feel -

    I'd been having a GREAT time with Whiteout up until this point. I LOVED issue 2 with the Carpenter/Thing references in particular. #3 was fun too.

    But this inability to deal with the Sasquatch and then the issue with the "Lock the Heroes in" mechanic is damn near KILLING my enthusiasm for this series dead, dead, DEAD! Up until now I wanted to rave to all my friends to try this new content out because it was a blast!

    Now I don't know if I ever want to do it again. I'm that frustrated with it.

    I want you to STOP using the "Lock the Heroes In" mechanic. Or at least make it so that it for 100% certain WILL NOT HAPPEN UNTIL EVERYONE IS IN THE ROOM.

    Take care of these issues please. I was really enjoying myself with Whiteout up till now. But this... I just don't know if I'm going to take any of my other characters through. And that's really sad when something like this can KILL a good series dead.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Aariny wrote:
    ***
    Another issue - I am getting REALLY tired of the whole "Lock The Heroes In the room with the boss" mechanic. For one thing, it's just unnecessary most of the time. It makes bosses hard to solo when you can't retreat and recover. And LISTEN UP. IT BUGS WAY TOO EASILY.

    ***

    I want you to STOP using the "Lock the Heroes In" mechanic. Or at least make it so that it for 100% certain WILL NOT HAPPEN UNTIL EVERYONE IS IN THE ROOM.

    Agree. I was doing this mission on elite with a full team and this problem with the door closing and lock ppl out of the quest happens twice. with sasquatch and the last boss too. this need to be fixed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I did finally get my Grimoire past the Sasquatch, by leveling him to L30 and using a Greater Diabolical Pact and the Steelhead Soldier Sidekick, along with a L29 Skull of the Necromancer I'd happened across. I'd also brought along a Heroic Comeback 4-Pack, but by charging in and tossing up Sigils of the Primal Storm I was able to finally get past the big guy.

    After all that I'd been through, the rest seemed kind of anticlimactic. The first room beyond the Sasquatch was a relative breeze. The Pact and Skull were still on cooldown when I got to the Commander, but the Soldier and one Heroic Comeback were enough help to get him down after a couple of minutes.

    If I thought it was practical, I'd recommend reversing the Sasquatch room and the one after, just to have a better sense of buildup. But I really don't think that would look right at this stage.

    I also agree that the "cliffhanger," if you can call it that, was pretty useless.

    Conversely, everything up until the Sasquatch was worth a B+. The sense of creepiness from the second chapter was back, and there were twists and complications all over the place. The only logical disconnect is the disguised Roin'esh in the scientists' "sealed" hiding place, and even that's not a major one (and will be almost nothing if you have them just sneak in through the door when they think Our Hero isn't looking). The ambushes were very well-timed.

    If the Sasquatch room is fixed as recommended (the playability radius and instant recovery issues), I think this will work out just fine. Maybe he could be scaled back, too, to an Enforcer (even one a level higher than Our Hero, just so he's not too easy; I didn't look, but I'm assuming he's a Super Villain).

    Well, now I'll be able to comment on Chapter 5, at least with Mister Shyft. Now if I can just figure out how to get Bick Butaine past the Sasquatch (I'll see how it goes teaming on this one).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Ok .. i just visited my old friend Freon again after a long time .. he had 16k Hitpoints on ELITE !!!

    So compare that to the 45k of the Sasquatch on NORMAL :eek:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    We all know the Roin'esh feed Sasquatch here a big bowl of wheaties before every fight. I mean come on right? Breakfest of Champions!
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